The most fundamental thing to understand when setting up an HOTAS is that the game offers different control schemes, and the default one isn’t meant to be used for HOTAS as is.
The default control scheme is what I call “target navigation cursor” - it is meant for mouse orientation. The position of the cursor on screen determines a “target rotation”, the further away it is from the screen center and the faster the ship turns around.
The control scheme better suited for HOTAS is called “Direct”. In this mode, inputs to the stick are directly interpreted as an angular acceleration.
You can switch between control schemes in game with the F4 key. Default is “automatic”, but you can cycle to “target”, “direct” or “capship” ( that last one is only for capital ships, out of scope for this discussion ).
Now, when setting up your HOTAS profile, you’ll notice at the top that there are 2 categories. The first one is “Direct Flight Mode”’ and contains “ShipYaw” and “ShipPitch” axis. If you’re assigning your stick inputs to these, you need to use F4 to select Direct Mode.
You can also use a HOTAS in the default “target navigation cursor” mode though, hence the confusion. The events in this case are called “SetCursorX” and “SetCursorY”. It’ll indirectly control pitch and yaw, too, but only because the behavior of pitch / yaw is interpreted from the navigation cursor position on screen.
So, in summary, a lot of newcomers are struggling with their HOTAS Pitch / Yaw because they’re unaware of the different control schemes, and are trying to use “ShipPitch” and “ShipYaw” while effectively using the default navigation cursor mode, which does not use these events.
I’m thinking of a way to keep different control schemes, but unifying the events to avoid confusion, in the future. It’s not implemented yet because we need to work on the UI / menu system first, but we’ll eventually get to cleaning all this stuff for the release.